Ricky wrote:
To me as a beginning software engineer who has studied a little into networking, I prefer all the physics being computed server-side. Less worries about cheaters.
This accounts for a vast majority of lag on second life.

Using the server to compute collisions for every agent on the sim...
   .... causes more CPU load exponentially for every agent
.... causes a LOT more network utilisation (a packet for every collision, and for simply collisions that the viewer should be able to detect, and the CPU overheads associated with it)

The only real reason why *avatar* physics aren't run client side is due to licensing of the physics engine...

~T

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